1 // splash.cxx -- draws the initial splash screen
3 // Written by Curtis Olson, started July 1998. (With a little looking
4 // at Freidemann's panel code.) :-)
6 // Copyright (C) 1997 Michele F. America - nomimarketing@mail.telepac.pt
8 // This program is free software; you can redistribute it and/or
9 // modify it under the terms of the GNU General Public License as
10 // published by the Free Software Foundation; either version 2 of the
11 // License, or (at your option) any later version.
13 // This program is distributed in the hope that it will be useful, but
14 // WITHOUT ANY WARRANTY; without even the implied warranty of
15 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 // General Public License for more details.
18 // You should have received a copy of the GNU General Public License
19 // along with this program; if not, write to the Free Software
20 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
38 #include <Debug/logstream.hxx>
39 #include <Main/options.hxx>
40 #include <Math/fg_random.h>
41 #include <Objects/texload.h>
47 static GLuint splash_texid;
48 static GLubyte *splash_texbuf;
51 // Initialize the splash screen
52 void fgSplashInit ( void ) {
53 string tpath, fg_tpath;
56 FG_LOG( FG_GENERAL, FG_INFO, "Initializing splash screen" );
58 xglGenTextures(1, &splash_texid);
59 xglBindTexture(GL_TEXTURE_2D, splash_texid);
60 #elif GL_EXT_texture_object
61 xglGenTexturesEXT(1, &splash_texid);
62 xglBindTextureEXT(GL_TEXTURE_2D, splash_texid);
67 xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
68 xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
69 xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
70 xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
72 // load in the texture data
73 int num = (int)(fg_random() * 4.0 + 1.0);
75 sprintf(num_str, "%d", num);
76 tpath = current_options.get_fg_root() + "/Textures/Splash";
81 read_rgb_texture(tpath.c_str(), &width, &height)) == NULL )
84 fg_tpath = tpath + ".gz";
86 read_rgb_texture(fg_tpath.c_str(), &width, &height)) == NULL )
88 FG_LOG( FG_GENERAL, FG_ALERT,
89 "Error in loading splash screen texture " << tpath );
94 xglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
95 GL_UNSIGNED_BYTE, (GLvoid *)(splash_texbuf) );
99 // Update the splash screen with progress specified from 0.0 to 1.0
100 void fgSplashUpdate ( double progress ) {
101 int xmin, ymin, xmax, ymax;
105 xmin = (current_view.get_winWidth() - xsize) / 2;
108 ymin = (current_view.get_winHeight() - ysize) / 2;
111 // first clear the screen;
112 xglClearColor(0.0, 0.0, 0.0, 1.0);
113 xglClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
116 xglMatrixMode(GL_PROJECTION);
119 gluOrtho2D(0, current_view.get_winWidth(), 0, current_view.get_winHeight());
120 xglMatrixMode(GL_MODELVIEW);
124 xglDisable(GL_DEPTH_TEST);
125 xglDisable(GL_LIGHTING);
126 xglEnable(GL_TEXTURE_2D);
127 #ifdef GL_VERSION_1_1
128 xglBindTexture(GL_TEXTURE_2D, splash_texid);
129 #elif GL_EXT_texture_object
130 xglBindTextureEXT(GL_TEXTURE_2D, splash_texid);
134 xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
136 xglBegin(GL_POLYGON);
137 xglTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
138 xglTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
139 xglTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
140 xglTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax);
145 xglEnable(GL_DEPTH_TEST);
146 xglEnable(GL_LIGHTING);
147 xglDisable(GL_TEXTURE_2D);
149 xglMatrixMode(GL_PROJECTION);
151 xglMatrixMode(GL_MODELVIEW);